Shakespeare Mafia-- Act I

There can be any kind of role the mod imagines in a closed game (a closed game is one in which the mod doesn’t tell us what roles exist). The ones previously listed are common but mods sometimes make variations of them, and sometimes make up really unique powers.

I’ve never seen a shrink role personally but there’s no reason one couldn’t exist. If it were a Town role, it would probably be some kind of variation of cop/detective- like they’d get to investigate people but under certain circumstances.

Or in a bigger game it could be a Villain investigative role. Like a role cop (checks people and finds out what role they have), or just a regular cop but trying to find alignment for nefarious purposes. (We sometimes have more than one scum team, or third parties with their own win conditions, but we don’t have those in this game).

It does kind of feel like there could be a watcher or tracker in this game, seems to fit with the color of some of the plays.

In Werewolf there’s a lovers role: two players who win only if they are both alive at the end, and if one dies, the other immediately commits suicide. It gets interesting if they are on opposite sides. That would possibly fit with the Shakespearean theme, if the role exists in Mafia.

Lovers exist in Mafia as well. That’s a really good point, given that the color is Romeo and Juliet!

What do you mean by the ‘color’?

“Color” refers to the theme of the game, so this game’s color is “Shakespeare”. Color is, by definition, not directly related to actual game mechanics, but could provide some hints.

Sorry, “color” or “flavor” is the story background of the game. Sometimes it has nothing to do with the mechanics, and sometimes it does, that’s another thing we have to figure out. But since we’re playing this as a thread game, all of the games have a story line that the mod uses to advance the action. At the end of the game day, after we execute someone with our votes, night will start and Chronos will tell a little story explaining how whoever is gone was killed, and it will likely use elements of Romeo and Juliet the way the day’s opening did.

You said that so much more succinctly than I did. :joy:

Thanks for not voting for me. :grinning:

I didn’t intend to be dramatic :fearful:, but I haven’t played Mafia for over 10 years, so it was a genuine attempt to find out what I should be doing.
(The same reasoning applies when I stated I was a minor character…)

P.S. I agree that there could well be ‘lovers’ in the game.
It would be tragic if Romeo and Juliet were on opposite sides :astonished: (i.e. Town and Villain.)

The extra info is useful. Thanks both.

So as a service to my fellow townsfolk, I have decided to derive from first principles the number of scum which are participating in this game. As I am sure my conclusions will shock and amaze all of you, I advocate that you read on and see exactly the magnitude of the task set before us.

For starters, this is a game of thirteen participants, not counting our esteemed game master Chronos. Clearly, by the rules of the game, any number of villains participating greater than six would end the game immediately. Since Chronos has not announced the end of the game as soon as it started, we can conclude that there are six or fewer scum in this game.

So could the number of scum be six? Having a number that large would be risky for the purpose of the game. Indeed, one bad early lynching decision could end the game on this act, and never give the villains a chance to make a kill of their own. Even scum would have blown the whistle if this had happened, because they certainly would get no enjoyment out of the game if they didn’t even get to make a meaningful action. So six is out.

Five scum, then? There is a slight possibility of this, but I discount it for much the same reason as given above. One bad lynching call puts the townspeople into the danger zone, where any further error makes the game end in a hurry. With the tremendous investment in time that our GM has made in setting this up, we can again discount five villains in the same way that we discounted six.

So, four villains? We are getting into the most likely part of the solution space. But there is something to point out as well here. We have already heard in this thread that most experts recommend using the square root of the number of participants for the number of villains. But our GM specifically wanted at least 13 (or 16) players. I could imagine 16, as the square root gives us a nice easy 4 villains in that case. But what we have is 13. That creates an irrational number for its square root, and its decimal representation is just over 3.60. Rounding up to 4 would obviously handicap the townspeople too much, but rounding down to 3 would be farther from the ideal than 4 would be. And, in keeping with the class of the number, it would be completely irrational to have approximately six-tenths of one participant serve as scum, while the other four-tenths of that person was a townsperson - even if a participant did have the dissociative identity disorder required to assume that role. All this allows us to eliminate both four and three as the number of villains.

So is it possible there two scum in this game? Very unlikely. Consider that our GM specifically stated that there was a group chat set up for the members of the villain community. If there are but two members, would a group chat be necessary? Clearly not! Rather, he would just have them PM one another, for any coordination needed. This is also the case if there is just one scum. Doing extra unneeded work would be antithetical to the ethos of the game, so we can conclude that there is neither two nor one scum.

Therefore, by the flawless reasoning exhibited above, we can conclude that there are in fact ZERO villains in this game. But, you may ask, does this not mean that the game would be declared over as soon as is starts? Perhaps not. While looking up rules, I noticed that the townie win condition was given as “the townies when when the number of scum drops to zero”. Notice that phrasing - how can the condition occur when the number of scum is already at zero? “Drop(ping) to zero” cannot happen when it already starts at that level.

So why would our GM do this to us - run an entire signup to have a game with no villains and no ending? I suggest two possible motivations. One would be that this a work of performance art, an Andy Kaufmanesque source of amusement for the folks following along in the spectator’s thread. The other possibility is that this is part of a psychological experiment, almost a latter-day Stanford Prison experiment, only akin to the classic Twilight Zone episode “The Monsters are Due on Maple Street” where the payoff will be to see if we dissolve into a morass of recriminations and backbiting.

tl;dr WE’RE BEING PLAYED, SHEEPLE!

And you clearly cannot be hung on Friday, since if so, you would know the date. But by the same token, neither can you be hung on Thursday, since Friday is out.

I think I am going to go back up on the mountain.

I have played one game where there was only one Scum, and that was the Gamerunner. Raventhief and I were the only two left, and we both voted for him.

This is not anything like that. At least, not so far.

Just to be clear: Day ends at 11:30 am on Thursday in which Time Zone?

I think we have to somewhat accept that vague means vague. Without any more information, we are going around in circles.

In the last True Detective series, (which is really good BTW) the Jodie Foster detective kept insisting that the mystery solution could not be solved until they (the detectives) started asking the right questions instead of the wrong ones. So what are the right questions?

Eastern Daylight Time.

AOTN, why are you interested in a vig existence?

These two statements seem contradictory. Does Day 1 info matter or not?

I don’t think they are contradictory. It matters, but I’ve never had a lot of success in being too confident in my D1 vote.